import {
  document,
	window,
	HTMLCanvasElement,
	requestAnimationFrame,
	cancelAnimationFrame,
core,
	Event,
  Event0
} from "dhtml-weixin"

import * as THREE from './three/Three';
import Stats from './three/addons/libs/stats.module.js';
var requestId
Page({
  onShareAppMessage(){
    return getApp().onShare()
  },
  onShareTimeline(){
     return {title:"ThreeX 2.0"}
  },
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
		this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
  onLoad() {
		document.createElementAsync("canvas", "webgl2").then(canvas => {
      this.canvas = canvas
      this.body_load(canvas).then()
    })
  },
  async body_load(canvas3d) {
    let stats, clock;
    let scene, camera, renderer, mixer;

    init();
    animate();

    function init() {

      scene = new THREE.Scene();

      //

      camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
      camera.position.set( 25, 25, 50 );
      camera.lookAt( scene.position );

      //

      const axesHelper = new THREE.AxesHelper( 10 );
      scene.add( axesHelper );

      //

      const geometry = new THREE.BoxGeometry( 5, 5, 5 );
      const material = new THREE.MeshBasicMaterial( { color: 0xffffff, transparent: true } );
      const mesh = new THREE.Mesh( geometry, material );
      scene.add( mesh );

      // create a keyframe track (i.e. a timed sequence of keyframes) for each animated property
      // Note: the keyframe track type should correspond to the type of the property being animated

      // POSITION
      const positionKF = new THREE.VectorKeyframeTrack( '.position', [ 0, 1, 2 ], [ 0, 0, 0, 30, 0, 0, 0, 0, 0 ] );

      // SCALE
      const scaleKF = new THREE.VectorKeyframeTrack( '.scale', [ 0, 1, 2 ], [ 1, 1, 1, 2, 2, 2, 1, 1, 1 ] );

      // ROTATION
      // Rotation should be performed using quaternions, using a THREE.QuaternionKeyframeTrack
      // Interpolating Euler angles (.rotation property) can be problematic and is currently not supported

      // set up rotation about x axis
      const xAxis = new THREE.Vector3( 1, 0, 0 );

      const qInitial = new THREE.Quaternion().setFromAxisAngle( xAxis, 0 );
      const qFinal = new THREE.Quaternion().setFromAxisAngle( xAxis, Math.PI );
      const quaternionKF = new THREE.QuaternionKeyframeTrack( '.quaternion', [ 0, 1, 2 ], [ qInitial.x, qInitial.y, qInitial.z, qInitial.w, qFinal.x, qFinal.y, qFinal.z, qFinal.w, qInitial.x, qInitial.y, qInitial.z, qInitial.w ] );

      // COLOR
      const colorKF = new THREE.ColorKeyframeTrack( '.material.color', [ 0, 1, 2 ], [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ], THREE.InterpolateDiscrete );

      // OPACITY
      const opacityKF = new THREE.NumberKeyframeTrack( '.material.opacity', [ 0, 1, 2 ], [ 1, 0, 1 ] );

      // create an animation sequence with the tracks
      // If a negative time value is passed, the duration will be calculated from the times of the passed tracks array
      const clip = new THREE.AnimationClip( 'Action', 3, [ scaleKF, positionKF, quaternionKF, colorKF, opacityKF ] );

      // setup the THREE.AnimationMixer
      mixer = new THREE.AnimationMixer( mesh );

      // create a ClipAction and set it to play
      const clipAction = mixer.clipAction( clip );
      clipAction.play();

      //

      renderer = new THREE.WebGLRenderer( { antialias: true } );
      renderer.setPixelRatio( window.devicePixelRatio );
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      //

      stats = new Stats();
      document.body.appendChild( stats.dom );

      //

      clock = new THREE.Clock();

      //

      window.addEventListener( 'resize', onWindowResize );

    }

    function onWindowResize() {

      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();

      renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function animate() {

      requestId = requestAnimationFrame( animate );

      render();

    }

    function render() {

      const delta = clock.getDelta();

      if ( mixer ) {

        mixer.update( delta );

      }

      renderer.render( scene, camera );

      stats.update();

    }
  },
})